Simple
STB-style
cross-platform libraries for C and C++, written in C.
This fork is based off @fleischie's PR #425 to add Wayland support to sokol_app.h
. See also this branch that rebased the PR before moving everything around.
Since this PR might not be merged anytime soon, this fork makes the Wayland implementation very easy to rebase against upstream.
Changes to sokol_app.h
have been minimized so if SOKOL_LINUX_CUSTOM
is defined, then the X11 backend will be excluded, and the following functions can be defined externally:
_SOKOL_PRIVATE void _sapp_linux_run(const sapp_desc* desc);
_SOKOL_PRIVATE void _sapp_linux_toggle_fullscreen(void);
_SOKOL_PRIVATE void _sapp_linux_update_cursor(sapp_mouse_cursor cursor, bool shown);
_SOKOL_PRIVATE void _sapp_linux_lock_mouse(bool lock);
_SOKOL_PRIVATE void _sapp_linux_update_window_title(void);
_SOKOL_PRIVATE void _sapp_linux_set_icon(const sapp_icon_desc* icon_desc, int num_images);
_SOKOL_PRIVATE void _sapp_linux_set_clipboard_string(const char* str);
_SOKOL_PRIVATE const char* _sapp_linux_get_clipboard_string(void);
The wayland implementation has been moved to sokol_app_wayland.h
. You should #include "sokol_app.h"
normally except for where you #define SOKOL_IMPL
.
For example, in sokol-samples in libs/sokol/sokol.c
:
--- a/libs/sokol/sokol.c
+++ b/libs/sokol/sokol.c
@@ -2,7 +2,7 @@
/* this is only needed for the debug-inspection headers */
#define SOKOL_TRACE_HOOKS
/* sokol 3D-API defines are provided by build options */
-#include "sokol_app.h"
+#include "sokol_app_wayland.h"
#include "sokol_gfx.h"
#include "sokol_time.h"
#include "sokol_audio.h"
I'm not sure if this is the best pattern, but it is one way that lets our custom header access and extend the private implementation.
This patch to sokol_app.h
could also be used to add implementations for SDL or GLFW.
See what's new (29-Feb-2024: BREAKING CHANGES 'unified render pass' cleanup in sokol_gfx.h)
-
Live Samples via WASM (source)
-
Doom Shareware ported to the Sokol headers (source)
-
sokol_gp.h a 2D shape drawing library on top of sokol_gfx.h
-
Dear ImGui starterkit a self-contained starterkit for writing Dear ImGui apps in C.
-
qoiview a basic viewer for the new QOI image file format
-
A 'single-file' Pacman clone in C99, also available in Zig
-
Solar Storm, a turn-based scifi artillery game built with Odin and Sokol, released on Steam.
-
MEG-4 a virtual fantasy console emulator in C89, ported to sokol
-
A Minigolf game (source).
-
hIghQube A game demo that used sokol rendering extensively
-
Senos A music app that uses sokol as backend
-
Command line tools (shader compiler)
-
How to build without a build system: useful details for integrating the Sokol headers into your own project with your favourite C/C++ build system
- sokol_gfx.h: 3D-API wrapper (GL/GLES3/WebGL2 + Metal + D3D11 + WebGPU)
- sokol_app.h: app framework wrapper (entry + window + 3D-context + input)
- sokol_time.h: time measurement
- sokol_audio.h: minimal buffer-streaming audio playback
- sokol_fetch.h: asynchronous data streaming from HTTP and local filesystem
- sokol_args.h: unified cmdline/URL arg parser for web and native apps
- sokol_log.h: provides a standard logging callback for the other sokol headers
- sokol_imgui.h: sokol_gfx.h rendering backend for Dear ImGui
- sokol_nuklear.h: sokol_gfx.h rendering backend for Nuklear
- sokol_gl.h: OpenGL 1.x style immediate-mode rendering API on top of sokol_gfx.h
- sokol_fontstash.h: sokol_gl.h rendering backend for fontstash
- sokol_gfx_imgui.h: debug-inspection UI for sokol_gfx.h (implemented with Dear ImGui)
- sokol_debugtext.h: a simple text renderer using vintage home computer fonts
- sokol_memtrack.h: easily track memory allocations in sokol headers
- sokol_shape.h: generate simple shapes and plug them into sokol-gfx resource creation structs
- sokol_color.h: X11 style color constants and functions for creating sg_color objects
- sokol_spine.h: a sokol-style wrapper around the Spine C runtime (http://en.esotericsoftware.com/spine-in-depth)
These are automatically updated on changes to the C headers:
WebAssembly is a 'first-class citizen', one important motivation for the Sokol headers is to provide a collection of cross-platform APIs with a minimal footprint on the web platform while still being useful.
The core headers are standalone and can be used independently from each other.
- easier integration with other languages
- easier integration into other projects
- adds only minimal size overhead to executables
A blog post with more background info: A Tour of sokol_gfx.h
- simple, modern wrapper around GLES3/WebGL2, GL3.3, D3D11, Metal, and WebGPU
- buffers, images, shaders, pipeline-state-objects and render-passes
- does not handle window creation or 3D API context initialization
- does not provide shader dialect cross-translation (BUT there's now an 'official' shader-cross-compiler solution which seamlessly integrates with sokol_gfx.h and IDEs: see here for details
A minimal cross-platform application-wrapper library:
- unified application entry
- single window or canvas for 3D rendering
- 3D context initialization
- event-based keyboard, mouse and touch input
- supported platforms: Win32, MacOS, Linux (X11), iOS, WASM, Android, UWP
- supported 3D-APIs: GL3.3 (GLX/WGL), Metal, D3D11, GLES3/WebGL2
The vanilla Hello-Triangle using sokol_gfx.h, sokol_app.h and the sokol-shdc shader compiler (shader code not shown):
#include "sokol_app.h"
#include "sokol_gfx.h"
#include "sokol_log.h"
#include "sokol_glue.h"
#include "triangle-sapp.glsl.h"
static struct {
sg_pipeline pip;
sg_bindings bind;
sg_pass_action pass_action;
} state;
static void init(void) {
sg_setup(&(sg_desc){
.environment = sglue_environment(),
.logger.func = slog_func,
});
float vertices[] = {
0.0f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f
};
state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.data = SG_RANGE(vertices),
});
state.pip = sg_make_pipeline(&(sg_pipeline_desc){
.shader = sg_make_shader(triangle_shader_desc(sg_query_backend())),
.layout = {
.attrs = {
[ATTR_vs_position].format = SG_VERTEXFORMAT_FLOAT3,
[ATTR_vs_color0].format = SG_VERTEXFORMAT_FLOAT4
}
},
});
state.pass_action = (sg_pass_action) {
.colors[0] = { .load_action=SG_LOADACTION_CLEAR, .clear_value={0.0f, 0.0f, 0.0f, 1.0f } }
};
}
void frame(void) {
sg_begin_pass(&(sg_pass){ .action = state.pass_action, .swapchain = sglue_swapchain() });
sg_apply_pipeline(state.pip);
sg_apply_bindings(&state.bind);
sg_draw(0, 3, 1);
sg_end_pass();
sg_commit();
}
void cleanup(void) {
sg_shutdown();
}
sapp_desc sokol_main(int argc, char* argv[]) {
(void)argc; (void)argv;
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.width = 640,
.height = 480,
.window_title = "Triangle",
.icon.sokol_default = true,
.logger.func = slog_func,
};
}
A minimal audio-streaming API:
- you provide a mono- or stereo-stream of 32-bit float samples which sokol_audio.h forwards into platform-specific backends
- two ways to provide the data:
- directly fill backend audio buffer from your callback function running in the audio thread
- alternatively push small packets of audio data from your main loop, or a separate thread created by you
- platform backends:
- Windows: WASAPI
- macOS/iOS: CoreAudio
- Linux: ALSA
- emscripten: WebAudio + ScriptProcessorNode (doesn't use the emscripten-provided OpenAL or SDL Audio wrappers)
A simple mono square-wave generator using the callback model:
// the sample callback, running in audio thread
static void stream_cb(float* buffer, int num_frames, int num_channels) {
assert(1 == num_channels);
static uint32_t count = 0;
for (int i = 0; i < num_frames; i++) {
buffer[i] = (count++ & (1<<3)) ? 0.5f : -0.5f;
}
}
int main() {
// init sokol-audio with default params
saudio_setup(&(saudio_desc){
.stream_cb = stream_cb,
.logger.func = slog_func,
});
// run main loop
...
// shutdown sokol-audio
saudio_shutdown();
return 0;
The same code using the push-model
#define BUF_SIZE (32)
int main() {
// init sokol-audio with default params, no callback
saudio_setup(&(saudio_desc){
.logger.func = slog_func,
});
assert(saudio_channels() == 1);
// a small intermediate buffer so we don't need to push
// individual samples, which would be quite inefficient
float buf[BUF_SIZE];
int buf_pos = 0;
uint32_t count = 0;
// push samples from main loop
bool done = false;
while (!done) {
// generate and push audio samples...
int num_frames = saudio_expect();
for (int i = 0; i < num_frames; i++) {
// simple square wave generator
buf[buf_pos++] = (count++ & (1<<3)) ? 0.5f : -0.5f;
if (buf_pos == BUF_SIZE) {
buf_pos = 0;
saudio_push(buf, BUF_SIZE);
}
}
// handle other per-frame stuff...
...
}
// shutdown sokol-audio
saudio_shutdown();
return 0;
}
Load entire files, or stream data asynchronously over HTTP (emscripten/wasm) or the local filesystem (all native platforms).
Simple C99 example loading a file into a static buffer:
#include "sokol_fetch.h"
#include "sokol_log.h"
static void response_callback(const sfetch_response*);
#define MAX_FILE_SIZE (1024*1024)
static uint8_t buffer[MAX_FILE_SIZE];
// application init
static void init(void) {
...
// setup sokol-fetch with default config:
sfetch_setup(&(sfetch_desc_t){ .logger.func = slog_func });
// start loading a file into a statically allocated buffer:
sfetch_send(&(sfetch_request_t){
.path = "hello_world.txt",
.callback = response_callback
.buffer_ptr = buffer,
.buffer_size = sizeof(buffer)
});
}
// per frame...
static void frame(void) {
...
// need to call sfetch_dowork() once per frame to 'turn the gears':
sfetch_dowork();
...
}
// the response callback is where the interesting stuff happens:
static void response_callback(const sfetch_response_t* response) {
if (response->fetched) {
// data has been loaded into the provided buffer, do something
// with the data...
const void* data = response->buffer_ptr;
uint64_t data_size = response->fetched_size;
}
// the finished flag is set both on success and failure
if (response->failed) {
// oops, something went wrong
switch (response->error_code) {
SFETCH_ERROR_FILE_NOT_FOUND: ...
SFETCH_ERROR_BUFFER_TOO_SMALL: ...
...
}
}
}
// application shutdown
static void shutdown(void) {
...
sfetch_shutdown();
...
}
Simple cross-platform time measurement:
#include "sokol_time.h"
...
/* initialize sokol_time */
stm_setup();
/* take start timestamp */
uint64_t start = stm_now();
...some code to measure...
/* compute elapsed time */
uint64_t elapsed = stm_since(start);
/* convert to time units */
double seconds = stm_sec(elapsed);
double milliseconds = stm_ms(elapsed);
double microseconds = stm_us(elapsed);
double nanoseconds = stm_ns(elapsed);
/* difference between 2 time stamps */
uint64_t start = stm_now();
...
uint64_t end = stm_now();
uint64_t elapsed = stm_diff(end, start);
/* compute a 'lap time' (e.g. for fps) */
uint64_t last_time = 0;
while (!done) {
...render something...
double frame_time_ms = stm_ms(stm_laptime(&last_time));
}
Unified argument parsing for web and native apps. Uses argc/argv on native platforms and the URL query string on the web.
Example URL with one arg:
https://floooh.github.io/tiny8bit/kc85.html?type=kc85_4
The same as command line app:
kc85 type=kc85_4
Parsed like this:
#include "sokol_args.h"
int main(int argc, char* argv[]) {
sargs_setup(&(sargs_desc){ .argc=argc, .argv=argv });
if (sargs_exists("type")) {
if (sargs_equals("type", "kc85_4")) {
// start as KC85/4
}
else if (sargs_equals("type", "kc85_3")) {
// start as KC85/3
}
else {
// start as KC85/2
}
}
sargs_shutdown();
return 0;
}
See the sokol_args.h header for a more complete documentation, and the Tiny Emulators for more interesting usage examples.